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/* ScummVM - Graphic Adventure Engine
 * ScummVM is the legal property of its developers, whose names
 * are too numerous to list here. Please refer to the COPYRIGHT
 * file distributed with this source distribution.
 * This program is free software; you can redistribute it and/or
 * modify it under the terms of the GNU General Public License
 * as published by the Free Software Foundation; either version 2
 * of the License, or (at your option) any later version.

 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * GNU General Public License for more details.

 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
 * $URL: https://scummvm.svn.sourceforge.net/svnroot/scummvm/scummvm/tags/release-0-11-1/engines/scumm/scumm.h $
 * $Id: scumm.h 30944 2008-02-23 22:50:18Z sev $

#ifndef SCUMM_H
#define SCUMM_H

#include "engines/engine.h"
#include "common/endian.h"
#include "common/file.h"
#include "common/keyboard.h"
#include "common/rect.h"
#include "common/str.h"
#include "graphics/surface.h"

#include "scumm/gfx.h"
#include "scumm/detection.h"
#include "scumm/script.h"

#include "sound/mididrv.h"

namespace GUI {
      class Dialog;
using GUI::Dialog;
namespace Common {
      class InSaveFile;
      class OutSaveFile;

namespace Scumm {

class Actor;
class BaseCostumeLoader;
class BaseCostumeRenderer;
class BaseScummFile;
class CharsetRenderer;
class IMuse;
class IMuseDigital;
class MusicEngine;
class ScummEngine;
class ScummDebugger;
class Serializer;
class Sound;

struct Box;
struct BoxCoords;
struct FindObjectInRoom;

// Use g_scumm from error() ONLY
extern ScummEngine *g_scumm;

/* System Wide Constants */
enum {
      NUM_SENTENCE = 6,

 * SCUMM feature flags define for every game which specific set of engine
 * features are used by that game.
 * Note that some of them could be replaced by checks for the SCUMM version.
enum GameFeatures {
      /** Games with the AKOS costume system (ScummEngine_v7 and subclasses, HE games). */
      GF_NEW_COSTUMES        = 1 << 2,

      /** Games using XOR encrypted data files. */
      GF_USE_KEY             = 1 << 4,

      /** Small header games (ScummEngine_v4 and subclasses). */
      GF_SMALL_HEADER        = 1 << 5,

      /** Old bundle games (ScummEngine_v3old and subclasses). */
      GF_OLD_BUNDLE          = 1 << 6,

      /** EGA games. */
      GF_16COLOR             = 1 << 7,

      /** VGA versions of V3 games.  Equivalent to (version == 3 && not GF_16COLOR) */
      GF_OLD256              = 1 << 8,

      /** Games which have Audio CD tracks. */
      GF_AUDIOTRACKS         = 1 << 9,

       * Games using only very few local variables in scripts.
       * Apparently that is only the case for 256 color version of Indy3.
      GF_FEW_LOCALS          = 1 << 11,

      /** HE games for which localized versions exist */
      GF_HE_LOCALIZED        = 1 << 13,

       *  HE Games with more global scripts and different sprite handling
       *  i.e. read it as HE version 9.85. Used for HE98 only.
      GF_HE_985             = 1 << 14,

      /** HE games with 16 bit color */
      GF_16BIT_COLOR         = 1 << 15,

      /** HE games which use sprites for subtitles */
      GF_HE_NOSUBTITLES      = 1 << 16,

      /** A demo, not a full blown game. */
      GF_DEMO                = 1 << 17

/* SCUMM Debug Channels */
void CDECL debugC(int level, const char *s, ...);

enum {
      DEBUG_GENERAL     =     1 << 0,           // General debug
      DEBUG_SCRIPTS     =     1 << 2,           // Track script execution (start/stop/pause)
      DEBUG_OPCODES     =     1 << 3,           // Track opcode invocations
      DEBUG_VARS  =     1 << 4,           // Track variable changes
      DEBUG_RESOURCE    =     1 << 5,           // Track resource loading / allocation
      DEBUG_IMUSE =     1 << 6,           // Track iMUSE events
      DEBUG_SOUND =     1 << 7,           // General Sound Debug
      DEBUG_ACTORS      =     1 << 8,           // General Actor Debug
      DEBUG_INSANE      =     1 << 9,           // Track INSANE
      DEBUG_SMUSH =     1 << 10           // Track SMUSH

 * Internal header for any memory block allocated by the resource manager.
 * @todo Hide MemBlkHeader; no code outside the resource manager should
 * have to use it, ever. Currently script code needs it to detect whether
 * some scripts have moved (in fetchScriptByte()).
00155 struct MemBlkHeader {
      uint32 size;

struct VerbSlot;
struct ObjectData;

enum {
       * Lighting flag that indicates whether the normal palette, or the 'dark'
       * palette shall be used to draw actors.
       * Apparantly only used in very old games (so far only NESCostumeRenderer
       * checks it).
      LIGHTMODE_actor_use_base_palette    = 1 << 0,

       * Lighting flag that indicates whether the room is currently lit. Normally
       * always on. Used for rooms in which the light can be switched "off".
      LIGHTMODE_room_lights_on                  = 1 << 1,

       * Lighting flag that indicates whether a flashlight like device is active.
       * Used in Loom (flashlight follows the actor) and Indy 3 (flashlight
       * follows the mouse). Only has any effect if the room lights are off.
      LIGHTMODE_flashlight_on                   = 1 << 2,

       * Lighting flag that indicates whether actors are to be drawn with their
       * own custom palette, or using a fixed 'dark' palette. This is the
       * modern successor of LIGHTMODE_actor_use_base_palette.
       * Note: It is tempting to 'merge' these two flags, but since flags can
       * check their values, this is probably not a good idea.
      LIGHTMODE_actor_use_colors    = 1 << 3

enum {
      MBS_LEFT_CLICK = 0x8000,
      MBS_RIGHT_CLICK = 0x4000,
      MBS_MAX_KEY = 0x0200

enum ScummGameId {

      GID_HEGAME,      // Generic name for all HE games with default behaviour
      GID_FUNSHOP,      // Used for all three funshops
      GID_HECUP         // CUP demos

struct SentenceTab {
      byte verb;
      byte preposition;
      uint16 objectA;
      uint16 objectB;
      uint8 freezeCount;

struct StringSlot {
      int16 xpos;
      int16 ypos;
      int16 right;
      int16 height;
      byte color;
      byte charset;
      bool center;
      bool overhead;
      bool no_talk_anim;
      bool wrapping;

struct StringTab : StringSlot {
      // The 'default' values for this string slot. This is used so that the
      // string slot can temporarily be set to different values, and then be
      // easily reset to a previously set default.
      StringSlot _default;

      void saveDefault() {
            StringSlot &s = *this;
            _default = s;

      void loadDefault() {
            StringSlot &s = *this;
            s = _default;

enum WhereIsObject {
      WIO_NOT_FOUND = -1,
      WIO_INVENTORY = 0,
      WIO_ROOM = 1,
      WIO_GLOBAL = 2,
      WIO_LOCAL = 3,
      WIO_FLOBJECT = 4

struct AuxBlock {
      bool visible;
      Common::Rect r;

      void reset() {
            visible = false;
            r.left = r.top = 0;
            r.right = r.bottom = -1;

struct AuxEntry {
      int actorNum;
      int subIndex;

// TODO: Rename InfoStuff to something more descriptive
struct InfoStuff {
      uint32 date;
      uint16 time;
      uint32 playtime;

 * A list of resource types.
 * WARNING: Do not change the order of these, as the savegame format relies
 * on it; any change made here will break savegame compatibility!
enum ResTypes {
      rtFirst = 1,
      rtRoom = 1,
      rtScript = 2,
      rtCostume = 3,
      rtSound = 4,
      rtInventory = 5,
      rtCharset = 6,
      rtString = 7,
      rtVerb = 8,
      rtActorName = 9,
      rtBuffer = 10,
      rtScaleTable = 11,
      rtTemp = 12,
      rtFlObject = 13,
      rtMatrix = 14,
      rtBox = 15,
      rtObjectName = 16,
      rtRoomScripts = 17,
      rtRoomImage = 18,
      rtImage = 19,
      rtTalkie = 20,
      rtSpoolBuffer = 21,
      rtLast = 21,
      rtNumTypes = 22

enum {

 * The 'resource manager' class. Currently doesn't really deserve to be called
 * a 'class', at least until somebody gets around to OOfying this more.
00343 class ResourceManager {
      //friend class ScummDebugger;
      //friend class ScummEngine;
      ScummEngine *_vm;

      byte mode[rtNumTypes];
      uint16 num[rtNumTypes];
      uint32 tags[rtNumTypes];
      const char *name[rtNumTypes];
      byte **address[rtNumTypes];
      byte *flags[rtNumTypes];
      byte *status[rtNumTypes];
      byte *roomno[rtNumTypes];
      uint32 *roomoffs[rtNumTypes];
      uint32 *globsize[rtNumTypes];

      uint32 _allocatedSize;
      uint32 _maxHeapThreshold, _minHeapThreshold;
      byte _expireCounter;

      ResourceManager(ScummEngine *vm);

      void setHeapThreshold(int min, int max);

      void allocResTypeData(int id, uint32 tag, int num, const char *name, int mode);
      void freeResources();

      byte *createResource(int type, int index, uint32 size);
      void nukeResource(int type, int i);

      bool isResourceLoaded(int type, int index) const;

      void lock(int type, int i);
      void unlock(int type, int i);
      bool isLocked(int type, int i) const;

      void setModified(int type, int i);
      bool isModified(int type, int i) const;

      void increaseExpireCounter();
      void setResourceCounter(int type, int index, byte flag);
      void increaseResourceCounter();

      void resourceStats();
      bool validateResource(const char *str, int type, int index) const;
      void expireResources(uint32 size);

 * Base class for all SCUMM engines.
00404 class ScummEngine : public Engine {
      friend class ScummDebugger;
      friend class CharsetRenderer;
      friend class ResourceManager;

      /* Put often used variables at the top.
       * That results in a shorter form of the opcode
       * on some architectures. */
      IMuse *_imuse;
      IMuseDigital *_imuseDigital;
      MusicEngine *_musicEngine;
      Sound *_sound;

      VerbSlot *_verbs;
      ObjectData *_objs;
      ScummDebugger *_debugger;

      // Core variables
      GameSettings _game;
      uint8 _gameMD5[16];

      /** Random number generator */
00427       Common::RandomSource _rnd;

      /** Graphics manager */
00430       Gdi *_gdi;

      /** Central resource data. */
00433       ResourceManager *_res;

      VirtualMachineState vm;
      bool _oldSoundsPaused;

      // Constructor / Destructor
      ScummEngine(OSystem *syst, const DetectorResult &dr);
      virtual ~ScummEngine();

      // Engine APIs
      virtual int init();
      virtual int go();
      virtual void errorString(const char *buf_input, char *buf_output);
      virtual GUI::Debugger *getDebugger();
      virtual void pauseEngineIntern(bool pause);

      virtual void setupScumm();
      virtual void resetScumm();

      virtual void setupScummVars();
      virtual void resetScummVars();

      void setupCharsetRenderer();
      void setupCostumeRenderer();

      virtual void loadLanguageBundle() {}
      void loadCJKFont();
      void setupMusic(int midi);
      void updateSoundSettings();
      void setTalkspeed(int talkspeed);
      int getTalkspeed();

      // Scumm main loop & helper functions.
      virtual int scummLoop(int delta);
      virtual void scummLoop_updateScummVars();
      virtual void scummLoop_handleSaveLoad();
      virtual void scummLoop_handleDrawing();
      virtual void scummLoop_handleActors() = 0;
      virtual void scummLoop_handleEffects();
      virtual void scummLoop_handleSound();
      virtual void runBootscript();

      // Event handling
      void parseEvents();     // Used by IMuseDigital::startSound
      void waitForTimer(int msec_delay);
      virtual void processInput();
      virtual void processKeyboard(Common::KeyState lastKeyHit);
      virtual void clearClickedStatus();

      // Cursor/palette
      void updateCursor();
      virtual void animateCursor() {}
      virtual void updatePalette();

      virtual void resetCursors() {}

      void pauseGame();
      void restart();
      void shutDown();

      /** We keep running until this is set to true. */
00502       bool _quit;

      Dialog *_pauseDialog;
      Dialog *_versionDialog;
      Dialog *_mainMenuDialog;

      virtual int runDialog(Dialog &dialog);
      void confirmExitDialog();
      void confirmRestartDialog();
      void pauseDialog();
      void versionDialog();
      void mainMenuDialog();

      char displayMessage(const char *altButton, const char *message, ...);

      byte _fastMode;

      byte _numActors;
      Actor **_actors;  // Has _numActors elements
      Actor **_sortedActors;

      byte *_arraySlot;
      uint16 *_inventory;
      uint16 *_newNames;
      // VAR is a wrapper around scummVar, which attempts to include additional
      // useful information should an illegal var access be detected.
      #define VAR(x)    scummVar(x, #x, __FILE__, __LINE__)
      int32& scummVar(byte var, const char *varName, const char *file, int line)
            if (var == 0xFF) {
                  error("Illegal access to variable %s in file %s, line %d", varName, file, line);
            return _scummVars[var];
      int32 scummVar(byte var, const char *varName, const char *file, int line) const
            if (var == 0xFF) {
                  error("Illegal access to variable %s in file %s, line %d", varName, file, line);
            return _scummVars[var];

      int16 _varwatch;
      int32 *_roomVars;
      int32 *_scummVars;
      byte *_bitVars;

      /* Global resource tables */
      int _numVariables, _numBitVariables, _numLocalObjects;
      int _numGlobalObjects, _numArray, _numVerbs, _numFlObject;
      int _numInventory;
      int _numNewNames, _numGlobalScripts;
      int _numRoomVariables;
      int _numPalettes, _numSprites, _numTalkies, _numUnk;
      int _HEHeapSize;
      int _numLocalScripts, _numImages, _numRooms, _numScripts, _numSounds;   // Used by HE games
      int _numCostumes; // FIXME - should be protected, used by Actor::remapActorPalette
      int _numCharsets; // FIXME - should be protected, used by CharsetRenderer

      BaseCostumeLoader *_costumeLoader;
      BaseCostumeRenderer *_costumeRenderer;

      int _NESCostumeSet;
      void NES_loadCostumeSet(int n);
      byte *_NEScostdesc, *_NEScostlens, *_NEScostoffs, *_NEScostdata;
      byte _NESPatTable[2][4096];
      byte _NESPalette[2][16];
      byte _NESBaseTiles;

      int _NESStartStrip;

      int _curPalIndex;

      byte _currentRoom;      // FIXME - should be protected but Actor::isInCurrentRoom uses it
      int _roomResource;  // FIXME - should be protected but Sound::pauseSounds uses it
      bool _egoPositioned;    // Used by Actor::putActor, hence public

      FilenamePattern _filenamePattern;

      Common::String generateFilename(const int room) const;

      Common::KeyState _keyPressed;
      bool _keyDownMap[512]; // FIXME - 512 is a guess. it's max(kbd.ascii)

      Common::Point _mouse;
      Common::Point _virtualMouse;

      uint16 _mouseAndKeyboardStat;
      byte _leftBtnPressed, _rightBtnPressed;

      /** The bootparam, to be passed to the script 1, the bootscript. */
00600       int _bootParam;

      // Various options useful for debugging
      bool _dumpScripts;
      bool _hexdumpScripts;
      bool _showStack;
      uint16 _debugMode;

      // Save/Load class - some of this may be GUI
      byte _saveLoadFlag, _saveLoadSlot;
      uint32 _lastSaveTime;
      bool _saveTemporaryState;
      char _saveLoadFileName[32];
      char _saveLoadName[32];

      bool saveState(int slot, bool compat);
      bool loadState(int slot, bool compat);
      virtual void saveOrLoad(Serializer *s);
      void saveLoadResource(Serializer *ser, int type, int index);      // "Obsolete"
      void saveResource(Serializer *ser, int type, int index);
      void loadResource(Serializer *ser, int type, int index);
      void makeSavegameName(char *out, int slot, bool temporary);

      int getKeyState(int key);

      bool getSavegameName(int slot, char *desc);
      void listSavegames(bool *marks, int num);

      void requestSave(int slot, const char *name, bool temporary = false);
      void requestLoad(int slot);

// thumbnail + info stuff
      Graphics::Surface *loadThumbnailFromSlot(int slot);
      bool loadInfosFromSlot(int slot, InfoStuff *stuff);

      Graphics::Surface *loadThumbnail(Common::InSaveFile *file);
      bool loadInfos(Common::InSaveFile *file, InfoStuff *stuff);
      void saveThumbnail(Common::OutSaveFile *file);
      void saveInfos(Common::OutSaveFile* file);

      int32 _engineStartTime;
      int32 _pauseStartTime;

      /* Script VM - should be in Script class */
      uint32 _localScriptOffsets[1024];
      const byte *_scriptPointer, *_scriptOrgPointer;
      byte _opcode, _currentScript;
      const byte * const *_lastCodePtr;
      int _resultVarNumber, _scummStackPos;
      int _vmStack[150];

      virtual void setupOpcodes() = 0;
      virtual void executeOpcode(byte i) = 0;
      virtual const char *getOpcodeDesc(byte i) = 0;

      void initializeLocals(int slot, int *vars);
      int   getScriptSlot();

      void startScene(int room, Actor *a, int b);
      void startManiac();

      void runScript(int script, bool freezeResistant, bool recursive, int *lvarptr, int cycle = 0);
      void stopScript(int script);
      void nukeArrays(byte scriptSlot);

      void runObjectScript(int script, int entry, bool freezeResistant, bool recursive, int *vars, int slot = -1, int cycle = 0);
      void runScriptNested(int script);
      void executeScript();
      void updateScriptPtr();
      virtual void runInventoryScript(int i);
      void inventoryScript();
      void checkAndRunSentenceScript();
      void runExitScript();
      void runEntryScript();
      void runAllScripts();
      void freezeScripts(int scr);
      void unfreezeScripts();

      bool isScriptInUse(int script) const;
      bool isRoomScriptRunning(int script) const;
      bool isScriptRunning(int script) const;

      void killAllScriptsExceptCurrent();
      void killScriptsAndResources();
      void decreaseScriptDelay(int amount);

      void stopObjectCode();
      void stopObjectScript(int script);

      void getScriptBaseAddress();
      void getScriptEntryPoint();
      int getVerbEntrypoint(int obj, int entry);

      byte fetchScriptByte();
      virtual uint fetchScriptWord();
      virtual int fetchScriptWordSigned();
      uint fetchScriptDWord();
      int fetchScriptDWordSigned();
      void ignoreScriptWord() { fetchScriptWord(); }
      void ignoreScriptByte() { fetchScriptByte(); }
      virtual void getResultPos();
      void setResult(int result);
      void push(int a);
      int pop();
      virtual int readVar(uint var);
      virtual void writeVar(uint var, int value);

      void beginCutscene(int *args);
      void endCutscene();
      void abortCutscene();
      void beginOverride();
      void endOverride();

      void copyScriptString(byte *dst);
      int resStrLen(const byte *src) const;
      void doSentence(int c, int b, int a);

      /* Should be in Resource class */
      BaseScummFile *_fileHandle;
      uint32 _fileOffset;
      /** The name of the (macintosh/rescumm style) container file, if any. */
00728       Common::String _containerFile;

      bool openFile(BaseScummFile &file, const Common::String &filename, bool resourceFile = false);

      int _resourceHeaderSize;
      byte _resourceMapper[128];
      byte *_heV7DiskOffsets;
      uint32 *_heV7RoomIntOffsets;
      const byte *_resourceLastSearchBuf; // FIXME: need to put it to savefile?
      uint32 _resourceLastSearchSize;    // FIXME: need to put it to savefile?

      virtual void allocateArrays();
      void openRoom(int room);
      void closeRoom();
      void deleteRoomOffsets();
      virtual void readRoomsOffsets();
      void askForDisk(const char *filename, int disknum);   // TODO: Use Common::String
      bool openResourceFile(const Common::String &filename, byte encByte);    // TODO: Use Common::String

      void loadPtrToResource(int type, int i, const byte *ptr);
      virtual void readResTypeList(int id);
//    void allocResTypeData(int id, uint32 tag, int num, const char *name, int mode);
//    byte *createResource(int type, int index, uint32 size);
      int loadResource(int type, int i);
//    void nukeResource(int type, int i);
      int getResourceSize(int type, int idx);

      byte *getResourceAddress(int type, int i);
      virtual byte *getStringAddress(int i);
      byte *getStringAddressVar(int i);
      void ensureResourceLoaded(int type, int i);
      int getResourceRoomNr(int type, int index);

      int readSoundResource(int index);
      int readSoundResourceSmallHeader(int index);
      bool isResourceInUse(int type, int i) const;

      virtual void setupRoomSubBlocks();
      virtual void resetRoomSubBlocks();

      virtual void clearRoomObjects();
      virtual void resetRoomObjects();
      virtual void resetRoomObject(ObjectData *od, const byte *room, const byte *searchptr = NULL);

      virtual void readArrayFromIndexFile();
      virtual void readMAXS(int blockSize) = 0;
      virtual void readGlobalObjects();
      virtual void readIndexFile();
      virtual void readIndexBlock(uint32 block, uint32 itemsize);
      virtual void loadCharset(int i);
      void nukeCharset(int i);

      int _lastLoadedRoom;
      const byte *findResourceData(uint32 tag, const byte *ptr);
      const byte *findResource(uint32 tag, const byte *ptr);
      int getResourceDataSize(const byte *ptr) const;
      void dumpResource(const char *tag, int index, const byte *ptr, int length = -1);

      /* Should be in Object class */
      byte OF_OWNER_ROOM;
      int getInventorySlot();
      int findInventory(int owner, int index);
      int getInventoryCount(int owner);

      byte *_objectOwnerTable, *_objectRoomTable, *_objectStateTable;
      int _numObjectsInRoom;

      uint32 *_classData;

      void markObjectRectAsDirty(int obj);
      virtual void loadFlObject(uint object, uint room);
      void nukeFlObjects(int min, int max);
      int findFlObjectSlot();
      int findLocalObjectSlot();
      void addObjectToInventory(uint obj, uint room);
      void updateObjectStates();
      bool getClass(int obj, int cls) const;          // Used in actor.cpp, hence public
      void putClass(int obj, int cls, bool set);
      int getState(int obj);
      void putState(int obj, int state);
      void setObjectState(int obj, int state, int x, int y);
      int getOwner(int obj) const;
      void putOwner(int obj, int owner);
      void setOwnerOf(int obj, int owner);
      void clearOwnerOf(int obj);
      int getObjectRoom(int obj) const;
      int getObjX(int obj);
      int getObjY(int obj);
      void getObjectXYPos(int object, int &x, int &y) { int dir; getObjectXYPos(object, x, y, dir); }
      void getObjectXYPos(int object, int &x, int &y, int &dir);
      int getObjOldDir(int obj);
      int getObjNewDir(int obj);
      int getObjectIndex(int object) const;
      int getObjectImageCount(int object);
      int whereIsObject(int object) const;
      int findObject(int x, int y);
      void findObjectInRoom(FindObjectInRoom *fo, byte findWhat, uint object, uint room);
      int getObjectOrActorXY(int object, int &x, int &y);   // Used in actor.cpp, hence public
      int getObjActToObjActDist(int a, int b); // Not sure how to handle
      const byte *getObjOrActorName(int obj);          // these three..
      void setObjectName(int obj);

      void addObjectToDrawQue(int object);
      void removeObjectFromDrawQue(int object);
      void clearDrawObjectQueue();
      void processDrawQue();

      virtual void clearDrawQueues();

      uint32 getOBCDOffs(int object) const;
      byte *getOBCDFromObject(int obj);
      const byte *getOBIMFromObjectData(const ObjectData &od);
      const byte *getObjectImage(const byte *ptr, int state);
      virtual int getObjectIdFromOBIM(const byte *obim);

      /* Should be in Verb class */
      uint16 _verbMouseOver;
      int _inventoryOffset;
      int8 _userPut;
      uint16 _userState;

      virtual void handleMouseOver(bool updateInventory);
      virtual void redrawVerbs();
      virtual void checkExecVerbs();

      void verbMouseOver(int verb);
      int findVerbAtPos(int x, int y) const;
      virtual void drawVerb(int verb, int mode);
      virtual void runInputScript(int clickArea, int val, int mode);
      void restoreVerbBG(int verb);
      void drawVerbBitmap(int verb, int x, int y);
      int getVerbSlot(int id, int mode) const;
      void killVerb(int slot);
      void setVerbObject(uint room, uint object, uint verb);

      bool isValidActor(int id) const;

      /* Should be in Actor class */
      Actor *derefActor(int id, const char *errmsg = 0) const;
      Actor *derefActorSafe(int id, const char *errmsg) const;

      void walkActors();
      void playActorSounds();
      void redrawAllActors();
      void setActorRedrawFlags();
      void putActors();
      void showActors();
      void resetV1ActorTalkColor();
      void resetActorBgs();
      virtual void processActors();
      void processUpperActors();
      virtual int getActorFromPos(int x, int y);

      /* Actor talking stuff */
      byte _actorToPrintStrFor, _V1TalkingActor;
      int _sentenceNum;
      SentenceTab _sentence[NUM_SENTENCE];
      StringTab _string[6];
      byte _haveMsg;
      int16 _talkDelay;
      int _NES_lastTalkingActor;
      int _NES_talkColor;

      virtual void actorTalk(const byte *msg);
      void stopTalk();
      int getTalkingActor();        // Wrapper around VAR_TALK_ACTOR for V1 Maniac
      void setTalkingActor(int variable);

      // Generic costume code
      bool isCostumeInUse(int i) const;

      Common::Rect _actorClipOverride;

      /* Should be in Graphics class? */
      uint16 _screenB, _screenH;
      int _roomHeight, _roomWidth;
      int _screenHeight, _screenWidth;
      VirtScreen _virtscr[4];       // Virtual screen areas
      CameraData camera;                  // 'Camera' - viewport

      int _screenStartStrip, _screenEndStrip;
      int _screenTop;

      Common::RenderMode _renderMode;

      ColorCycle _colorCycle[16];   // Palette cycles
      uint8 _colorUsedByCycle[256];

      uint32 _ENCD_offs, _EXCD_offs;
      uint32 _CLUT_offs, _EPAL_offs;
      uint32 _IM00_offs, _PALS_offs;

      //ender: fullscreen
      bool _fullRedraw, _bgNeedsRedraw;
      bool _screenEffectFlag, _completeScreenRedraw;
      bool _disableFadeInEffect;

      struct {
            int hotspotX, hotspotY, width, height;
            byte animate, animateIndex;
            int8 state;
      } _cursor;
      byte _grabbedCursor[8192];
      byte _currentCursor;

      byte _newEffect, _switchRoomEffect2, _switchRoomEffect;
      bool _doEffect;

      bool isLightOn() const;

      byte _currentLights;
      int getCurrentLights() const;

      void initScreens(int b, int h);
      void initVirtScreen(VirtScreenNumber slot, int top, int width, int height, bool twobufs, bool scrollable);
      void initBGBuffers(int height);
      void initCycl(const byte *ptr);     // Color cycle

      void decodeNESBaseTiles();

      void drawObject(int obj, int arg);
      void drawRoomObjects(int arg);
      void drawRoomObject(int i, int arg);
      void drawBox(int x, int y, int x2, int y2, int color);

      void moveScreen(int dx, int dy, int height);

      void restoreBackground(Common::Rect rect, byte backcolor = 0);
      void redrawBGStrip(int start, int num);
      virtual void redrawBGAreas();

      void cameraMoved();
      void setCameraAtEx(int at);
      virtual void setCameraAt(int pos_x, int pos_y);
      virtual void setCameraFollows(Actor *a, bool setCamera = false);
      virtual void moveCamera();
      virtual void panCameraTo(int x, int y);
      void clampCameraPos(Common::Point *pt);
      void actorFollowCamera(int act);

      const byte *getPalettePtr(int palindex, int room);

      void setC64Palette();
      void setNESPalette();
      void setAmigaPalette();
      void setHercPalette();
      void setCGAPalette();
      void setEGAPalette();
      void setV1Palette();

      void resetPalette();

      void setCurrentPalette(int pal);
      void setRoomPalette(int pal, int room);
      virtual void setPaletteFromPtr(const byte *ptr, int numcolor = -1);
      virtual void setPalColor(int index, int r, int g, int b);
      void setDirtyColors(int min, int max);
      const byte *findPalInPals(const byte *pal, int index);
      void swapPalColors(int a, int b);
      virtual void copyPalColor(int dst, int src);
      void cyclePalette();
      void stopCycle(int i);
      virtual void palManipulateInit(int resID, int start, int end, int time);
      void palManipulate();
      int remapPaletteColor(int r, int g, int b, int threshold);        // Used by Actor::remapActorPalette
      void moveMemInPalRes(int start, int end, byte direction);
      void setShadowPalette(int slot, int redScale, int greenScale, int blueScale, int startColor, int endColor);
      void setShadowPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor, int start, int end);
      virtual void darkenPalette(int redScale, int greenScale, int blueScale, int startColor, int endColor);

      void setCursorFromBuffer(const byte *ptr, int width, int height, int pitch);

      void markRectAsDirty(VirtScreenNumber virt, int left, int right, int top, int bottom, int dirtybit = 0);
      void markRectAsDirty(VirtScreenNumber virt, const Common::Rect& rect, int dirtybit = 0) {
            markRectAsDirty(virt, rect.left, rect.right, rect.top, rect.bottom, dirtybit);
      // Screen rendering
      byte *_compositeBuf;
      byte *_herculesBuf;
      byte *_fmtownsBuf;
      virtual void drawDirtyScreenParts();
      void updateDirtyScreen(VirtScreenNumber slot);
      void drawStripToScreen(VirtScreen *vs, int x, int w, int t, int b);
      void ditherCGA(byte *dst, int dstPitch, int x, int y, int width, int height) const;

      VirtScreen *findVirtScreen(int y);
      byte *getMaskBuffer(int x, int y, int z);

      void fadeIn(int effect);
      void fadeOut(int effect);
      void setScrollBuffer();

      void unkScreenEffect6();
      void transitionEffect(int a);
      void dissolveEffect(int width, int height);
      void scrollEffect(int dir);

      bool _shakeEnabled;
      uint _shakeFrame;
      void setShake(int mode);

      int _drawObjectQueNr;
      byte _drawObjectQue[200];

      /* For each of the 410 screen strips, gfxUsageBits contains a
       * bitmask. The lower 80 bits each correspond to one actor and
       * signify if any part of that actor is currently contained in
       * that strip.
       * If the leftmost bit is set, the strip (background) is dirty
       * needs to be redrawn.
       * The second leftmost bit is set by removeBlastObject() and
       * restoreBackground(), but I'm not yet sure why.
      uint32 gfxUsageBits[410 * 3];

      void upgradeGfxUsageBits();
      void setGfxUsageBit(int strip, int bit);
      void clearGfxUsageBit(int strip, int bit);
      bool testGfxUsageBit(int strip, int bit);
      bool testGfxAnyUsageBits(int strip);
      bool testGfxOtherUsageBits(int strip, int bit);

      byte _roomPalette[256];
      byte *_shadowPalette;
      bool _skipDrawObject;
      int _voiceMode;

      // HE specific
      byte _HEV7ActorPalette[256];
      uint8 *_hePalettes;

      int _shadowPaletteSize;
      byte _currentPalette[3 * 256];
      byte _darkenPalette[3 * 256];

      int _palDirtyMin, _palDirtyMax;

      byte _palManipStart, _palManipEnd;
      uint16 _palManipCounter;
      byte *_palManipPalette;
      byte *_palManipIntermediatePal;

      bool _haveActorSpeechMsg;
      bool _useTalkAnims;
      uint16 _defaultTalkDelay;
      int _tempMusic;
      int _saveSound;
      bool _native_mt32;
      bool _enable_gs;
      MidiDriverFlags _musicType;
      bool _copyProtection;

      uint16 _extraBoxFlags[65];

      byte getNumBoxes();
      byte *getBoxMatrixBaseAddr();
      int getNextBox(byte from, byte to);

      void setBoxFlags(int box, int val);
      void setBoxScale(int box, int b);

      bool checkXYInBoxBounds(int box, int x, int y);

      BoxCoords getBoxCoordinates(int boxnum);

      byte getMaskFromBox(int box);
      Box *getBoxBaseAddr(int box);
      byte getBoxFlags(int box);
      int getBoxScale(int box);

      int getScale(int box, int x, int y);
      int getScaleFromSlot(int slot, int x, int y);

      // Scaling slots/items
      struct ScaleSlot {
            int x1, y1, scale1;
            int x2, y2, scale2;
      ScaleSlot _scaleSlots[20];
      void setScaleSlot(int slot, int x1, int y1, int scale1, int x2, int y2, int scale2);
      void setBoxScaleSlot(int box, int slot);
      void convertScaleTableToScaleSlot(int slot);

      void createBoxMatrix();
      bool areBoxesNeighbours(int i, int j);

      /* String class */
      CharsetRenderer *_charset;
      byte _charsetColorMap[16];

       * All text is normally rendered into this overlay surface. Then later
       * drawStripToScreen() composits it over the game graphics.
01157       Graphics::Surface _textSurface;
      int _textSurfaceMultiplier;

      byte _charsetColor;
      byte _charsetData[23][16];

      int _charsetBufPos;
      byte _charsetBuffer[512];

      bool _keepText;

      int _nextLeft, _nextTop;

      void restoreCharsetBg();
      void clearCharsetMask();
      void clearTextSurface();

      virtual void initCharset(int charset);

      virtual void printString(int m, const byte *msg);

      virtual bool handleNextCharsetCode(Actor *a, int *c);
      virtual void CHARSET_1();
      void drawString(int a, const byte *msg);
      void debugMessage(const byte *msg);
      void showMessageDialog(const byte *msg);

      virtual int convertMessageToString(const byte *msg, byte *dst, int dstSize);
      int convertIntMessage(byte *dst, int dstSize, int var);
      int convertVerbMessage(byte *dst, int dstSize, int var);
      int convertNameMessage(byte *dst, int dstSize, int var);
      int convertStringMessage(byte *dst, int dstSize, int var);

      Common::Language _language;   // Accessed by a hack in NutRenderer::loadFont

      // Used by class ScummDialog:
      virtual void translateText(const byte *text, byte *trans_buff);

      // Somewhat hackish stuff for 2 byte support (Chinese/Japanese/Korean)
      bool _useCJKMode;
      int _2byteHeight;
      int _2byteWidth;
      byte *get2byteCharPtr(int idx);

      byte *_2byteFontPtr;


      /* Scumm Vars */
      byte VAR_KEYPRESS;
      byte VAR_SYNC;
      byte VAR_EGO;
      byte VAR_CAMERA_POS_X;
      byte VAR_HAVE_MSG;
      byte VAR_ROOM;
      byte VAR_OVERRIDE;
      byte VAR_ME;
      byte VAR_NUM_ACTOR;
      byte VAR_TMR_1;
      byte VAR_TMR_2;
      byte VAR_TMR_3;
      byte VAR_MUSIC_TIMER;
      byte VAR_CAMERA_MIN_X;
      byte VAR_CAMERA_MAX_X;
      byte VAR_TIMER_NEXT;
      byte VAR_VIRT_MOUSE_X;
      byte VAR_VIRT_MOUSE_Y;
      byte VAR_LAST_SOUND;
      byte VAR_OPTIONS_KEY;
      byte VAR_TALK_ACTOR;
      byte VAR_CAMERA_FAST_X;
      byte VAR_ENTRY_SCRIPT;
      byte VAR_ENTRY_SCRIPT2;
      byte VAR_EXIT_SCRIPT;
      byte VAR_EXIT_SCRIPT2;
      byte VAR_VERB_SCRIPT;
      byte VAR_CHARINC;
      byte VAR_WALKTO_OBJ;
      byte VAR_DEBUGMODE;
      byte VAR_HEAPSPACE;
      byte VAR_RESTART_KEY;
      byte VAR_PAUSE_KEY;
      byte VAR_MOUSE_X;
      byte VAR_MOUSE_Y;
      byte VAR_TIMER;
      byte VAR_TMR_4;
      byte VAR_SOUNDCARD;
      byte VAR_VIDEOMODE;
      byte VAR_MAINMENU_KEY;
      byte VAR_FIXEDDISK;
      byte VAR_USERPUT;
      byte VAR_TALKSTOP_KEY;
      byte VAR_FADE_DELAY;

      // V5+
      byte VAR_SOUNDPARAM;
      byte VAR_SOUNDPARAM2;
      byte VAR_SOUNDPARAM3;
      byte VAR_INPUTMODE;
      byte VAR_ROOM_FLAG;
      byte VAR_GAME_LOADED;
      byte VAR_NEW_ROOM;

      // V4/V5
      byte VAR_V5_TALK_STRING_Y;

      // V6+
      byte VAR_ROOM_WIDTH;
      byte VAR_ROOM_HEIGHT;
      byte VAR_SUBTITLES;
      byte VAR_V6_EMSSPACE;

      // V7/V8 specific variables
      byte VAR_CAMERA_POS_Y;
      byte VAR_CAMERA_MIN_Y;
      byte VAR_CAMERA_MAX_Y;
      byte VAR_CAMERA_SPEED_X;
      byte VAR_CAMERA_SPEED_Y;
      byte VAR_CAMERA_ACCEL_X;
      byte VAR_CAMERA_ACCEL_Y;
      byte VAR_CAMERA_DEST_X;
      byte VAR_CAMERA_DEST_Y;

      // V7/V8 specific variables
      byte VAR_VERSION_KEY;
      byte VAR_VOICE_MODE;

      byte VAR_LEFTBTN_DOWN;  // V7/V8
      byte VAR_RIGHTBTN_DOWN; // V7/V8
      byte VAR_LEFTBTN_HOLD;  // V6/V72HE/V7/V8
      byte VAR_RIGHTBTN_HOLD; // V6/V72HE/V7/V8
      byte VAR_SAVELOAD_SCRIPT;     // V6/V7 (not HE)
      byte VAR_SAVELOAD_SCRIPT2;    // V6/V7 (not HE)

      // V6/V7 specific variables (FT & Sam & Max specific)
      byte VAR_CHARSET_MASK;

      // V6 specific variables
      byte VAR_V6_SOUNDMODE;

      // V1/V2 specific variables
      byte VAR_CHARCOUNT;
      byte VAR_VERB_ALLOWED;
      byte VAR_ACTIVE_VERB;
      byte VAR_ACTIVE_OBJECT1;
      byte VAR_ACTIVE_OBJECT2;

      // HE specific variables
      byte VAR_REDRAW_ALL_ACTORS;         // Used in setActorRedrawFlags()
      byte VAR_SKIP_RESET_TALK_ACTOR;           // Used in setActorCostume()

      byte VAR_SOUND_CHANNEL;             // Used in o_startSound()
      byte VAR_TALK_CHANNEL;              // Used in startHETalkSound()
      byte VAR_SOUNDCODE_TMR;             // Used in processSoundCode()
      byte VAR_RESERVED_SOUND_CHANNELS;   // Used in findFreeSoundChannel()

      byte VAR_MAIN_SCRIPT;               // Used in scummLoop()

      byte VAR_SCRIPT_CYCLE;              // Used in runScript()/runObjectScript()
      byte VAR_NUM_SCRIPT_CYCLES;         // Used in runAllScripts()

      byte VAR_KEY_STATE;                 // Used in parseEvents()

      // Exists both in V7 and in V72HE:

} // End of namespace Scumm


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